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https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-22 00:21:32 +00:00
Made things more backwards-compatible
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parent
8e36404ad8
commit
437f4313ce
3 changed files with 10 additions and 10 deletions
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@ -94,7 +94,7 @@ function canReset(layer)
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if(tmp[layer].type == "none")
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return false
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else
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return run(layers[layer].canReset, tmp[layer])
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return run(layers[layer].canReset, layers[layer])
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}
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function rowReset(row, layer) {
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@ -102,7 +102,7 @@ function rowReset(row, layer) {
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if(layers[lr].doReset) {
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player[lr].activeChallenge = null // Exit challenges on any row reset on an equal or higher row
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run(layers[lr].doReset, tmp[lr], layer)
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run(layers[lr].doReset, layers[lr], layer)
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}
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else
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if(tmp[layer].row > tmp[lr].row && row !== "side" && !isNaN(row)) layerDataReset(lr)
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@ -164,7 +164,7 @@ function doReset(layer, force=false) {
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}
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if (layers[layer].onPrestige)
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run(layers[layer].onPrestige, tmp[layer], gain)
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run(layers[layer].onPrestige, layers[layer], gain)
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addPoints(layer, gain)
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updateMilestones(layer)
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@ -268,7 +268,7 @@ function completeChallenge(layer, x) {
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if (player[layer].challenges[x] < tmp[layer].challenges[x].completionLimit) {
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needCanvasUpdate = true
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player[layer].challenges[x] += 1
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if (layers[layer].challenges[x].onComplete) run(layers[layer].challenges[x].onComplete, tmp[layer].challenges[x])
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if (layers[layer].challenges[x].onComplete) run(layers[layer].challenges[x].onComplete, layers[layer].challenges[x])
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}
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player[layer].activeChallenge = null
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updateChallengeTemp(layer)
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@ -18,7 +18,7 @@ var systemComponents = {
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v-bind:id="layer"
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v-on:click="function() {
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if(tmp[layer].isLayer) {showTab(layer)}
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else {run(layers[layer].onClick, tmp[layer])}
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else {run(layers[layer].onClick, layers[layer])}
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}"
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v-bind:tooltip="(tmp[layer].tooltip == '') ? false : (tmp[layer].isLayer) ? (
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10
js/utils.js
10
js/utils.js
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@ -454,7 +454,7 @@ function respecBuyables(layer) {
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if (!layers[layer].buyables) return
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if (!layers[layer].buyables.respec) return
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if (!confirm("Are you sure you want to respec? This will force you to do a \"" + (tmp[layer].name ? tmp[layer].name : layer) + "\" reset as well!")) return
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run(layers[layer].buyables.respec, tmp[layer].buyables)
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run(layers[layer].buyables.respec, layers[layer].buyables)
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updateBuyableTemp(layer)
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document.activeElement.blur()
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}
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@ -559,7 +559,7 @@ function buyUpg(layer, id) {
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if (upg.canAfford === false) return
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let pay = layers[layer].upgrades[id].pay
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if (pay !== undefined)
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run(pay, upg)
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run(pay, layers[layer].upgrades[id])
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else
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{
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let cost = tmp[layer].upgrades[id].cost
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@ -596,7 +596,7 @@ function buyMaxBuyable(layer, id) {
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if (!tmp[layer].buyables[id].canAfford) return
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if (!layers[layer].buyables[id].buyMax) return
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run(layers[layer].buyables[id].buyMax, tmp[layer].buyables[id])
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run(layers[layer].buyables[id].buyMax, layers[layer].buyables[id])
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updateBuyableTemp(layer)
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}
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@ -605,7 +605,7 @@ function buyBuyable(layer, id) {
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if (!tmp[layer].buyables[id].unlocked) return
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if (!tmp[layer].buyables[id].canAfford) return
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run(layers[layer].buyables[id].buy, tmp[layer].buyables[id])
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run(layers[layer].buyables[id].buy, layers[layer].buyables[id])
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updateBuyableTemp(layer)
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}
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@ -614,7 +614,7 @@ function clickClickable(layer, id) {
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if (!tmp[layer].clickables[id].unlocked) return
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if (!tmp[layer].clickables[id].canClick) return
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run(layers[layer].clickables[id].onClick, tmp[layer].clickables[id])
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run(layers[layer].clickables[id].onClick, layers[layer].clickables[id])
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updateClickableTemp(layer)
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}
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